| Brayden Green |
A few things. The first is that this will be hosted on Roll 20 (roll20 dot net). My maps and handouts are all there, and they are making some better posting features. It will be a PbP, with the option of getting together and fighting the BBEG fight once in a while, if everyone wants to and is open to it. I love the paizo site and the community, and I wish they had something like that here, but they don't. Simply put, botting players (for vacations, etc) is just all better over there. I check and post quite often from my phone and it is very good over there for mobile devices, and not so much here, as I think we all know.
With that said, I would like to check interest. I may have a few of my players from that game joining into my Kingmaker (if they show interest, that is) and they will probably filter in and rp with you all.
I want a max party of 5.
I am not a number counter, and I am much more interested in good RP, then battles. We battle, because that is part of telling the story, and I understand and respect that there are those of you out there that love plus one's and such, and that is great. It is important for you in joining a game of mine to understand that I am not that person, (though I am willing to learn, and flexible - not a pushover, just flexible) so IF it bothers you if your GMs don't know more than you do, we might not be a match. :)
My House Rules for Pathfinder PbP – Brayden Green
The Main Ones
Have fun (both the players and the GM), and keep the game flowing.
No backstabbing other players, and no intentional player deaths by other players will be tolerated. Swift and immediate stoppage of the game will happen, including ejection of the player. We are here to have fun, and that is not any fun for the person receiving the harm. If you like that kind of thing, go out into the desert and strap M-80s to a cabbage patch kid or something… I’m fine with your PC having secrets, and subplots from the other PCs, but always remember that this is a team game, so let’s keep things in that spirit.
There is no such thing as “winning” or “losing” when it comes to RP. If you are RP’ing, and enjoying time with friends, you are already winning. We are creating a story together. Have you ever seen a story where the characters absolutely ran through everything they every came across, didn’t have adversity, and had zero character growth? Most of the best stories have adversity, intense struggle, and – yes - even deaths that need to be avenged. If you are looking for something to “win” every single time, head to your nearest game console and start twiddling thumbs. I’m not your enemy. We happened to be on the same storytelling team.
Player related stuff
I am okay with evil characters, as long as you know how to play them. Most people don’t, so they don’t get them. An evil character, played correctly, would never ever be discovered as evil by the party. He/she would know that it is in its best interests for everyone in the party to respect/love/admire the person, so that they could use that for further gain. In fact, portrayed “correctly”, the evil person in the group might be the one doing the MOST good. I don’t want to casually wade into philosophy, but evil characters don’t actually see themselves as evil. They see the world a different way and understand things differently, and they are aware of that. If you aren’t a douche, then you can play an “evil” character if you choose. If you are, then you can’t. Remember that this is a team game, and as such, keep in mind my first rule to have fun. Killing other characters will not be tolerated. Abandoning other characters to an otherwise avoidable death, simply because you want to, will not be tolerated. Evil characters using the party in a non-cohesive way also will not be tolerated, and warning will be issued.
All players are required to have a DETAILED backstory, (that makes sense w skills and traits selected…) or they will not be cleared to play. I draw inspiration off of the backstories, and take a lot of time to involve your characters in the flow of the game. It makes it more fun for me as a storyteller, and for you as the co-storytellers in this game/world that we are writing one session at a time.
All PCs are required to read any material the GM decides is pertinent to the main portion of the campaign. (Normally just the players guide, but sometimes it may be a little more). There will be an opportunity for the PCs to prove they have read the material before play starts.
I will hold you to your character’s “flaws.” What an absolutely flat game we would have if everyone was 18 and above at everything. Your character “weakness” to me is just as important as your “strength.” I will award good RP of your char flaws, and am readily available for you to pass ideas by me for “approval” on what that might mean for you.
We will be using Hero Points from the APG. They will be given upon leveling, and in “heroic” moments during the game (up to the gm’s discretion). You can augment your ability to get and use Hero Points by taking Hero Point feats. Be advised that villains and BBEG’s will have their share of these to use against you. I like rewarding people for good behavior. I also might reward Hero Points for excellent posts, or for combat ending quickly in real life, or possibly if you flatter me enough. (Hey, I’m honest!)
Out of character talk is allowed in game and recommended (everyone likes a pat on the back for a crit now and then) . I would suggest using parenthesis () to OOC talk.
I like honoring your specific skill ranks you specialize in (and high rolls) with knowledge that only you may be are aware of. Because of this, instead of saying it’s a gem, I will normally post specifically to that poster the knowledge that he or she knows, and they can pass it on to the other players if they choose. I am also okay with a poster saying appraise checks are an automatic “I tell the group” and then I will post it like that to create less work. I will use the whisper feature to tell you things that only you specifically know, so pay attention to how things are written to you.
Paladins do not have to (and are recommended not to) act like stooges all the time. Paladins have come a long way from the way they were created. They are basically walking Dbags, and they were never intended that way. For more, see the part about this being a team game, and having fun above. On a related side note, don’t create characters that hate other character types in the party (ie, a dwarf in the party that hates all elves, and wants them eliminated entirely – and you have an elven archer). It just creates unnecessary conflict, and is rarely ever more fun than it is a hassle.
We have the option of RPing out any “bluffs,” “intimidates,” or “diplomacy” attempts. It makes no sense that a wizard cannot talk reason to another wizard logically because he doesn't have diplomacy.
Combat related rules
I DO NOT LIKE WITCHES, Sam I am. I do not like them on a plane, I do not like them in my game. :) I think they are broken and if you have your heart set on a witch we can discuss it., but it will probably be a no from me.
Many other Houses have a house rule to do “critical fumbles” on a “1” attack roll. That is not going to happen here. You will still get critical hits. (Rolling a “1” and auto-failing an attack sucks bad enough, I’m not a fan of snapping your weapon in half to make you feel worse about it.)
Keep combat (and decisions) as fluid as possible. We will be doing a few things as a group that are PbP specific to help combat not drag on for days or weeks altogether. The first I do is we do a “combat phase” which basically means that when combat is inevitable (GM generated) I will roll INIT for the players and post INIT lineup. I will then take submissions for *everyone* at the same time (because we post at different times of day, and in different time zones) and then I format the round based on what you post. If something that you would have done is already accomplished I will normally do the nest natural selection. (“I want to shoot skeleton A.” if skeleton A is dead then I will have you target skeleton B instead.) This isn’t a perfect scenario all of the time, and sometimes we might need to slow it down, or sometimes I might need to retcon where you are (If I move you one way, but you actually would have gone the other way to try and flank, etc.) In the interest of keeping the story fresh, I am okay with the occasional retcon. I’m not here to kill your characters, or put them in a position to be killed. (That’s your job :P )
I will be posting maps for most combats, and it is the players job to update where you are on the map, or to ask someone else to move them if posting from a cell phone.
I will also be setting a time that I want rounds to be done, and “botting” anyone that isn’t in before that time period. If you all want to, most of my groups also opt in for a 3/4s bot (botting if one player still needs to post but everyone else is submitted.)
We will be using Hero Points from the APG. Worth mentioning here too, as they have combat significance.
Initiative will be rolled by me, and combat order will be shown to the players. All saves will be handled by me, with a vivid description of what is happening. EX: “You feel kind of a sickness in the pit of your stomach." This knowledge will give you the opportunity to cash in some Hero Points to land that DC if you think you need to, or use a re-roll that your character may or may not have. If no re-roll is requested, then it sticks.
Non magical healing: Using “Treat deadly wounds” rules but with one add-on: the downtime. Max HP restored will be capped at 1d6 per healer level per day, if all the rolls are made.
- 8hr minimum rest to completely restore 25% HP (if you make the rolls).
- 1d2 day(s) downtime (absolute bedrest) to restore 50% HP (w successful rolls)
- 1d3 days from 75% to “unconscious from lethal damage” (minimum 2 days, w successful rolls)
- 2d4 to completely heal a character who had received “dying” condition. (minimum 3 days, etc etc)
If you do not take the downtime, character becomes “fatigued.” PC becomes “Exhausted” AND receives “sick OR nauseous” (depending on infirmity) immediately after he/she participates in a combat/vigorous activity after being fatigued as per normal rules.
I am also adapting some house rules from my friend Jake Southworth that I think are great ideas, and I want to list them separately here so that he gets credit for them, although they should go in one of the sections above. I have riffed off of some of them, and changed some wording, but I want him to get credit as my inspiration.
No ability score may be raised above 20 except by magical enhancement (including spells, magic items, etc.). Because, in my mind, a score of 20 represents literal perfection, the pinnacle of mortal achievement. Scores above 20 (for humanoids) should be superhuman and unnatural – it cheapens scores above 20 to have them be more common.
At each level, a player may always re-roll the hit die if it's a 1 or a 2, no matter the hit die. PCs may also opt to take half their level +1 instead of rolling, but must decide to do this *before* rolling.
Crafting: Because crafting, as is, just doesn’t work for PCs at all.
See “Making Craft Work”
The masterwork component of a weapon costs:
Simple weapons: 100gp, instead of a static 300gp.
Martial weapons: 200gp, instead of a static 300gp.
Exotic weapons: 300gp
The masterwork component of armor costs:
Light armor: 50gp, instead of a static 150gp.
Medium armor: 100gp, instead of a static 150gp.
Heavy armor: 150gp
When crafting magic items, the crafter’s caster level must meet the caster level of the item or take a -2 penalty on the Spellcraft check for each caster level that he is short. (a 4th level crafter making a CL9 item takes a -10 penalty for being 5 caster levels short) Because, just as some spells are beyond the ken of a novice spellcaster, some magic items are simply beyond the normal abilities of a novice crafter. And this keeps PCs from farming equipment beyond their normal wealth by level. *This doesn’t mean you can’t find NPC’s to help, because that’s just good role playing.*
The Linguistics skill applies to skill at understanding and learning languages alone, NOT to any documentation or forgery (that’s Forgery). New languages are mastered in steps, not an entire language for each rank.
I.When you put the first skill point into Linguistics for a new language, you gain a rudimentary understanding of that language, meaning you must make a DC10 Intelligence check in order to understand spoken/written forms of that language and you cannot speak any but the simplest phrases, and probably with a horrible accent.
II.When the second skill point is applied to Linguistics for that same language, you have learned the language and you can speak, understand, and read it without difficulty, but with a noticeably foreign accent. Technical text and exceptionally flowery language (as in poetry) may still require a DC10 Intelligence check, according to GM discretion.
III.A third skill point may be put into Linguistics toward a specific language to attain complete fluency (even the most technical writing/speaking is understood) and to adopt a flawless native accent in that language granting a +2 circumstance bonus to Bluff and Diplomacy checks against native speakers when you speak to them in that language. This does not apply to “common.”
All characters start with Common at rank II (there is no rank III for Common) and their racial languages at rank III. Bonus languages taken at first level due to a positive Intelligence modifier start at rank II. Linguistics still applies to attempts to make sense of script written in an unknown language, as explained in the Linguistics skill entry. Because learning a whole language in a few days (or even weeks) is retarded, even for heroes.
There is a new skill to be added, Forgery. Forgery is an Intelligence-based skill and is a class skill for Bards and Rogues, and Aristocrats and Experts. The Forgery skill can be used to both create and to recognize forgeries. The Forgery skill works as explained within the Linguistics skill entry (Core Rulebook 101). When forging a document, the GM will make a secret Forgery check to determine the Sense Motive/Forgery DC of the document, though the creator will certainly know if it was well-done or if it’s rubbish. If the document ever comes under scrutiny, the scrutinizer must make a Sense Motive/Forgery check (whichever bonus is higher for the scrutinizer) against the DC determined at creation to recognize it as such, or a Wisdom check if he has no ranks in either skill. Because being skilled with languages doesn’t really have much to do with creating/recognizing forged documents, although it would admittedly help in making/recognizing a forgery in a foreign language. It makes more sense to me, personally, to have them separate. I speak 2 languages and understand the basics of a few others, and I couldn’t forge a passport.
All PC casters get 2 additional cantrips/orisons. (Memorized casters have 2 additional 0-level slots. Spontaneous casters begin knowing 2 additional 0-level spells.) These are such dinky spells anyway that it won’t unbalance anything and it’s more fun to have more access to them.
At 1st level, all characters receive 3 extra skill points to represent background experience, training, and hobbies. Skills are not game breaking to have too many, but it can make things boring to have too few.
A PC cannot be taken from conscious to dead in a single hit. Anytime a PC takes damage that drops him into negative hit points, no matter how far (yes, even -100), he simply falls unconscious at a -1. This will not apply if/when a monster confirms a crit with a natural 20, if that should ever happen, though highly unlikely. At that point, you were supposed to die. (This game isn’t about death, it is about life and overcoming death.)
When it comes time to sell items and loot, characters will not be guaranteed half of the book’s listed value. You will make an Appraise check to see if you have any idea how much something is worth. A merchant will then make you an offer based upon his want/need for the item, which you may accept or reject based upon your own valuation. Because this makes an otherwise useless skill (Appraise) relevant and it encourages you to develop relationships with merchants you feel treat you fairly. Feel free to get creative though – there’s more than one way to figure out what something is worth, in-game.
Any character that has reached what that race considers to be “middle aged” (per p.168 in the CRB) gets +2 appraise to start out. (+4 to “Old” and +6 to “venerable”)
If a character seeks to multiclass into a new class or to take on a prestige class, he/she must seek out a trainer. There will be time and cost involved. This is not to discourage multiclassing and prestige classes. It just makes these things more of a realistic change in career. A ranger, for example, would need someone to show him how to use arcane magic before he could multiclass into wizard. And chances are that person won’t do it for free. I am also okay with someone RPing out a multiclass with someone in the party as a template, but it needs to be cleared with me, and it needs to be somewhat of an extensive process. (ie, the character watching as so and so picks a lock, etc)
Char concepts only right now, please don't fully stat out your chars.
Core and APG fine (including races). Everything else upon approval (including races).
Thanks and Happy Gaming!
| rpgramen |
Dotting for super-interest! I've never, ever, EVER been able to get into a Kingmaker game (despite my sacrifices to my dark and terrible god, Cthulhu gentle nudges IRL :p), so you've definitely got my ear.
Unfortunately, as far as getting together to bash the BBEG in real-time, that's not a likely possibility with me. I work a pretty serious series of shifts during the week, most of which involve long hours. If you're okay with this factoid, I'm still totes interested!
I'll ponder for a bit and throw something together for you sans crunch, and see how it strikes you once I've read up a bit more on the Kingmaker Player's Guide.
| Bane88 |
Any issue if I've played most of book one before so long as I keep player knowledge separate?
Concepts are an elven magus going for the magister role. I envision him as a harsh but fair mentor type character. CG and a protector of free thought and speech.
Also a human Slayer then Assassin. Willing to do what is necessary to protect citizens and his friends. Brutal efficiency is the name of the game, think CIA not moral, but necessary in some situations(Probably less situations then the actual CIA gets involved in lol) Going for the Spymaster role.
| Carious Resana |
Hey Brayden! I don't know if you remember me but I tried out for your S&S game, so I thought I'd try to join this one. I love RPing in the world of Pathfinder and playing it as well,of course.
I originally was going to make an aasimar cavalier if I ever got in Kingmaker, but I'll submit Carious again for now. If I get a good cavalier concept, I'll submit it instead. If need be, I can write up Carious's backstory soon.
| Nazard |
Submitting with Ryarg Gravemaker, dwarven bear shaman druid.
Ryarg was never right, a fact which renewed any and all of the derisive chatter about the Gravemaker clan. The town of Lee Vale, deep within the Mindspun Mountains, was built within the base of a mountain, and overlooks a steep mountain valley complete with a babbling stream and verdant trees and grasses. Most of the town residents looked on the Vale as an acceptable source of clean water, fresh fruits and game, and a place to grow a smattering of crops if necessary (dwarven farmers being in much the same social situation as Gravemakers, very few dwarves took up this line of work). Ryarg saw this natural wonder as much more than a source of water; where the other dwarves saw beauty in gold, gems, and well-carved stone, Ryarg saw it in the interplay of dew drops on a spider’s web, the song of a mountain thrush, and the lazy meanderings of autumn leaves on a shining pool.
Ryarg was identified at an early age as having excellent potential as a priest of Torag, albeit a grumpy one, but the emphasis on warfare and other traditional dwarven ideals was too much for the young rebel. It was quite a shock to the elder priests when their new young charge began to ask about nature worship instead. Agreed, some rare few priests had embraced the realm of natural caverns over dwarf-made, but that could be understood. No, Ryarg was looking for worship of the trees and animals of the surface world, like an elf. Ryarg quickly went from the first real hope of the Gravemaker clan for a contributing member of society, to the worst laughing-stock ever. Throughout the town, word quickly spread of the dwarf who wished he was an elf, and the ale houses rang with laughter at the expense of the Gravemaker clan like it never had before. The Clan elders felt they had little choice but to kick Ryarg out on his can and banish him from ever returning to Lee Vale.
Ryarg soon found that it would be impossible for him to remain within the confines of Lee Vale, so off he went across the Mindspun Mountains to the east, arriving in what would eventually become Nirmathas. Here, he found paradise. In only a few years, the people of this land began its quest to break free of Molthune (an endeavour he accidentally found himself helping), but for now, he found vast tracks of unbroken wilderness to call his home. He began to study the animals, the plants, and weather, taking a special interest in the mighty grizzly bear. Such a powerful beast, strong and brave, yet tender with its family and protective to the death. As his druidic powers began to manifest, Ryarg found that his normal inability to relate to any living creature did not apply so much with bears, that bears would not attack him and would tolerate his presence.
After a few years of moving about, Ryarg arrived in the Varisian village of Red Ferns, and met there a young human girl manifesting strange powers seemingly connected with the weather, and lightning in particular. He stayed, planted grapes, and began brewing fruit wines, for which he became quite well-known, and became a mentor to young Falla. As Falla grew to womanhood, she found herself attracted to the dwarven vintner, despite his gruff and taciturn personality, and Ryarg allowed himself to be convinced to wed her, despite the vast difference in age and race. It was also at this time that Ryarg's connections with bears came to the foreground. One bear cub in particular seemed to like him, playing with Ryarg like he was a member of the family, and Ryarg eagerly watched this young ursine grow up. When Ryarg finally decided to accept Falla's affections, the bear cub followed him, and would not be dissuaded. By this time, Ryarg had learned the secret of speaking with animals, and the bear cub pledged his loyalty to Ryarg, the first living being to ever want to be with Ryarg for purely selfless reasons. Ryarg named him Bern. The three lived happily for a month, and then her powers returned.
The two travelled abroad, trying to find some sage or scholar who could understand the stormborn powers manifesting in the young woman, but did so in vain. One night, during a particularly powerful summer thunderstorm, the magic overwhelmed Falla, and ended Ryarg's happiness.
From that day on, Ryarg and Bern have wandered the world, searching for someplace to fit in, never finding it. Hearing of the mission to the Stolen Lands, Bern thought it a good fit, and Ryarg agreed.
Bern, on the other hand, is a mischievous prankster (and once his Intelligence reaches 3, will become quite exasperated with his master's quiet ways).
| Brayden Green |
Any chance of allowing a Tengu Swordmaster Rogue?
Yes if we only play with 4. Leaning towards 5, so maybe not. Perhaps submit that plus another for application?
Bane, no problem at all if you have played the first. I might run it a little differently than you remember. :)
Jafo, changeling is fine.
Carious, welcome! A cavalier is fine with me, as long as it is a large sized horse (no matter the size of the rider). Aasimar I could maybe go with if we had 4 PCs.
| Brayden Green |
Brayden Green wrote:Ok so how would I do a medium horse exactly?
Carious, welcome! A cavalier is fine with me, as long as it is a medium sized horse (no matter the size of the rider). Aasimar I could maybe go with if we had 4 PCs.
Freudian slip. I meant it always has to be LARGE. I had a player that had a small player on medium horse x3 COMBO-ing his way through dungeon crawls... lol. I'll edit my original post.
| Brayden Green |
I have an Oread Druid idea that I'd like to play in Kingmaker. Wants to try and influence the growth of civilisations to work in harmony with nature and the developing riverlands are a good opportunity to work with a new community.
sounds fun.
If you want to introduce the character when you have a name, etc. then the players will take a look at it :)
| Romeo Visurrian |
Romeo strides confidently into the room, looking for someone new and exciting that he hasn't met before. The uninteresting world is such a bore...
He looks around the room for a sign of intelligence, hoping, though not necessarily expecting.
Well, it beats being underneath the sewers of Cheliax... he thinks to himself.
P33J
|
Rom the Winesoaked -Human (Kellid) Invulnerable Rager Barbarian N/CG.
Had Rom been the eldest of his siblings, his father, Arak, would have likely driven such nonsense out of him through hard work and discipline. But Rom was the baby, youngest of 12 and the pride of his father and apple of his mother's, Katrina, eye. And so Rom was allowed to dream, to escape into flights of fancy and indulged with wonderful tales the adventures of his Sarkosian ancestors — while his 8 brothers and 3 sisters toiled in the fields and around the hearth of the family's modest farm in the idyllic Brevic countryside.
And so, perhaps it came with no surprise — and certainly with no tears shed by his siblings — that when Rom was of age, he set out to seek this fortune and glory that he so long believed was his birthright.
But Rom would soon learn, that in the real-world, heroes are few and their victories are rarely pre-ordained — and certainly not easily won. That the hospitality of a grateful host, was even rarer and that meals and lodging must be earned not just through bravery, but often through persevering through the drudgery of common labor.
Fortunately, Rom's physical gifts were often in demand. Especially among those looking to collect on debts or to send a message. And while the lad was affable and generally good natured, he was also quite talented in "persuading" individuals to make good on their promises. So while the pay was decent and the work steady for this regional strongman, his yearning for adventure was left unfulfilled.
Over the next few years, the young Kellid tried his hand at mercenary work, but he found the structure of military companies too stifling. He joined bands of Kellid warriors, but he found their chief was less concerned with glory and more concerned with jockeying for position.
And soon, he found himself alone, filled with ambition, but with no outlet to prove his greatness.
But the fates, have a way of unveiling their destiny when you least expect it. And just as Rom was set to return to his father's farm and take back up the agrarian lifestyle of his siblings, the call from Rostland went out for explorers.
A call with a distinct promise of adventure.
runs as thick as it does, for his natural gifts have seemingly kept his head on his shoulders for longer than it should have stayed there.
Curiously, as brave and foolhardy as Rom is, he's terrified of water. A fact he does not share with any willingly. His nickname, does not come from the copious amounts of alcohol he consumes, though he does consume copious amounts, but rather his odd practice of bathing in wine — such is the extent of his hydrophobia, that he won't even get into a tub of water.
Rom makes friends fast, though perhaps a bit too easy with his trust. And while he has his own sense of loyalty, his wanderlust tends to make people think of him as unreliable or at worst — a traitor. Including his former Mercenary Captain, Guy Falcyon — who's sworn to rip out the young Kellid's entrails if he ever crosses paths with him again.
Daniel Stewart
|
If possible I would like to join with a fighter (aldori swordlord) who has fallen on hard times and was forced to adventure to pay off his debts in the capital. His family once ran a well renown school of swordcraft, but his father, and later his older brother, ran it into the ground. Now owing a sczarni syndicate, he must use his skills to payoff the debt his family ran up over the years and maybe even reopen his school.
| Ras Tai' |
I have always wanted to play a human wizard. One who is both a teacher and scholar. If there is room i would really like to join. I could finish a character sheet tomorrow/saturday (i am currently back in college and am part of a play(british farce, see how they run!) this weekend, so i believe i am well versed in roleplay lol!) i would have to learn the roll 20 program. I have never used it before. Just let me know.
| rashly5 |
Your comments on both paladins and evil characters makes me happy. Because, if I might chance it, might I suggest my antipaladin character?
In sum, an antipaladin that advocates personal freedom (having the ability to commit evil, leaning towards Chaotic more than Evil), but will commit evil when it's necessary or if he feels like it (benefits outweigh consequences).
The only point of contention would be how an antipaladin's code of conduct will be implemented, especially those that say he must move against the forces of the good and just and that he can't work with good associates unless he plans to ruin them or convert them to evil. His deity is Baphomet and he's a member of the Templars of the Ivory Labyrinth (formerly the Chelaxian branch) if that influences anything.
If you're not willing to accept an antipaladin in the game, I'm still more than willing to make another character. Possibly an actual paladin.
Daniel Stewart
|
That is true, as he was only partly trained before they lost the school. I took the archetype Aldori Swordlord and the trait Sword Scion to show how he is wanting to hone his skills and become an actual swordlord.
Here is his more complete history.
Viklop was born probably a few generations too late, in his estimate. His family, a lesser cadet branch of powerful House Lebeda, has seen better days. His great-great grandfather was a swordlord of some renown, having had the pleasure of learning his craft from the swordmaster in Silverhall. With this fame, he was able to marry the youngest daughter in House Lebeda. For 3 generations House Kolavar taught the nobles of the Lebeda house line. It was your grandfather that ran afoul of that great house. During a training exercise, the young heir of House Lebeda was injured. It was believed that your grandfather purposely scared the boy, but in truth it was just an accident. The Young Lebeda did not forgive easily, and forbade the family to train at the school. This led to the school falling on hard time.
When Vik's father took over the school, there were barely enough students to keep it afloat. He was approached by what he thought was a wealthy merchant who offered to become a Patron to the school. All too soon, however, this 'Patron' began making demands on Vik's father and his students. Grigore Vishki and his syndicate saw the school as a great place to train his sczarni thugs, giving him a better soldier on the street. Vik's father, being trapped and having no choice, began drinking heavily and in a drunken brawl was kill a few years later.
Thinking their debt had dies with their father, Vik's older brother, Kostin, attempted to evict the sczarni thugs from the school. He slew 2 of the thugs and the rest retreated. For a couple of months the boys had some peace and were even attracting some interest in their school, but that did not last long.
Grigore Vishki was not a man to trifle with, and one afternoon he and several of his "men" entered the school and trashed it. When Kostin attempted to stop them, he was disarmed and beaten almost to death. Grigore made sure the boys both realized that the debt was still very much active and that he would be collecting either cash or service from them until it was paid.
And so it was until a few weeks ago when Kostin came back from the marketplace with a parchment in his hand. It was a request for adventurers to help explore and tame some wilderness to the south and west. Kostin explained as an adventurer Vik might be able to amass a fortune and come back to payoff Grigore and the sczarni. Giving him a few coins, a suit of their best practice armor and their father's sword, Kostin sent the untrained Viklop out to try and save their school.
| Dreaming Warforged |
Here's an idea:
Background
Winter was colder the year Szacha decided to leave the family farm and try his luck with his friends,. He lived off the people who lived off the land, a fair state of affairs as far as bandit wisdom went. Life on the road brought him to Southern Breland, then to the Stolen Lands, where he joined what felt like an army of bandits. For a while, he was happy and lived like a king. He found his place, never challenged the others, but never refused a challenge; never killed a man. But then summer led to fall.
And fall was cold, cold and wet, when he killed his first man: a dwarves merchant who tried to stab him in self-defence. He watched as if it wasn’t him, but it was him, along with his friends who, seized by frenzy, slaughtered the dwarf’s family. They never spoke about it again, but they felt the horror underneath the absent gaze, every time it rained. And then fall led to winter.
And Winter was colder still when he met a fellow bandit on the road; a fellow with a story, a fellow like him. The man, after being offered a drink, offered his tale, how he was mistaken by some dumb farmers for their prodigal son! He described their warmth, their food, their love, on which he fed until the road called him again. Around the man’s neck was a small pendant, a depiction of Erastil’s Stag, its antlers spreading infinitely like tree branches, the very same that used to hang around his mother’s neck… He waited, paid the man more drinks, carried him to his room, then murdered him simply, without rage.
Days passed, of which he remembers little, that brought him deeper into the woods of the Stolen Lands. On the brink of despair, Sacha stumbled upon an old abandoned shrine. He shouted and laughed his disgust at the broken statue before entering, looking for death and redemption. What he found though, at the bottom of the shrine, was only an old traveler. The man looked at him and simply offered: ”You look tired… Come share my fire.”.
Szacha remained with the man, serving him to learn how to serve. Spring came, and a few more, during which Szacha finally found, not redemption, but a path to redemption, in the service of the community of man. When he felt ready, he bid the man farewell, and adorned his mother’s pendant.
Let me know if you have thoughts or suggestions.
| Brayden Green |
Great ideas everyone. We might have a pally, so that might conflict with the Anti, but I like the idea for future conquests!
Thanks everyone for your submissions. The group is filling up, but we may have room for one more irresistable characters. My PCs have the link and they will be lurking and possibly posting.
(Also, I am fine with prior campaign knowledge, as long as you are fine with me not doing things the way you have done them)
| Bane88 |
Azari Oten LE Garundi Slayer, man on a mission.
Sorry it took me a second to flesh out the concept.
A bird flew off in the distance and Azari grew more still, slowing his breathing and listening. Then a thud, a knee in the back as Zaffar dropped down on him from the trees above. The black armored man, maskless right now, whispered "To easily distracted boy, you're dead."
Azari climbed to his feet, mud caked on him beginning to dry. Zaffar stared into the underbrush. "You've found a thousand deaths in this jungle apprentice, so that when you are death others will find you."
Azari nodded and looked around, "Should I run again Master?" the boy asked with a flat tone.
"No boy, your mother wants to see you with the other initiates." Azari perked up hiding a slight smile. He didn't know his mother other than that she was one of the Vernai, a ruling member of the council of Red Mantis Assassins. This life was all he had known, raised in the order from birth.
Later that day in an underground facility that smelled like saltwater, it was built in caves after all, the Vernai looked over two prospective Assassins. One of the Vernai spoke, a woman. Azari hoped it was his mother, but most of the Vernai were women. "Today one is born in blood before Achaekek and the other is lost to life through failure. Initiate Oten, Itiate Hallim." The two young men stepped forward and Sawtooth Sabres the traditional weapon of the clan clattered to the ground in front of them. The Varnai spoke again. "As it is with all things, to the death"
Azari lunged and rolled away from his opponent and Hallim did the same. They both came up with a sword and began circling. Blood and adrenaline pounded through Azari, Mantis Assassins watched in silence. The combat was quick and decisive, Azari's blade tore through Hallim's chest in under a minute, though to Azari, it felt like hours. This was his first time killing an opponent in single combat, one skilled in fighting. He felt alive.
The Varnai spoke again, "Welcome Assassin Oten, your assignment awaits." A pack fell to the ground and a set of the Assassin armor with a robe to go over it. The last thing thrown from the shadows was a sealed letter with his name on it. Masked faces began disappearing in the darkness, until Azari was alone in the cave. In the dim light, he read it and burned it. Leaving the cave he made his way to the port, he had to catch a ship to Avistan.